/**/
MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
+/** called after a player's weapon is chosen so it can be overriden here */
+#define EV_PlayerWeaponSelect(i, o) \
+ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
+
/** called in reset_map */
#define EV_reset_map_global(i, o) \
/**/
/** walk speed */ i(float, MUTATOR_ARGV_2_float) \
/**/ o(float, MUTATOR_ARGV_2_float) \
/** move target */ i(entity, MUTATOR_ARGV_3_entity) \
+ /**/ o(entity, MUTATOR_ARGV_3_entity) \
/**/
MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
* called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
-#define EV_PlayerDamage_Calculate(i, o) \
+#define EV_Damage_Calculate(i, o) \
/** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
/** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/** target */ i(entity, MUTATOR_ARGV_2_entity) \
/** force */ i(vector, MUTATOR_ARGV_6_vector) \
/** force */ o(vector, MUTATOR_ARGV_6_vector) \
/**/
-MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
+MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
/**
* Called when a player is damaged
/** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
/** damage */ i(float, MUTATOR_ARGV_4_float) \
/**/ o(float, MUTATOR_ARGV_4_float) \
+ /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
/**/
MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);